gamification

Interesting

How people ACTUALLY use their iPhone

Interesting data that shows how people are actually using their mobile devices.  Gaming still the top activity that keeps people's attention, which explains a lot of brands attempting to get into the gaming arena with either re-branded versions of existing games (e.g. Minion Run based on the popular Temple Run), simple ad-buys within popular games or simpler branded games based on popular games like noughts and crosses or bingo. 

Gaming is an area that has a series of nuances that mobile really plays well into - from a psychology and context perspective it's the perfect storm; frustration, immediate fixes and the ability to access a wallet.  Probably why it's expected to rake in $9bn in 2016 (per Juniper).  That's not small money... But it's important to realise it's not the only reason people use their mobile device...Facebook and other apps still take up a hefty percentage of time - utility will never go out of fashion so be clear on your value propositions from the start.